Task und Buildings passen besser

main
Jonathan Hager 3 years ago
parent 1c1d919672
commit 8dbcf46304
Signed by: JonathanHager
GPG Key ID: 34881E488569708C

@ -6,6 +6,7 @@
#include "../MapObject/building.h"
#include "../definitions.h"
#include "../Textures/textureatlas.h"
#include "entityacts.h"
Entity * EntityInit(Sprite *sprite, int profession, TextureAtlas *atlas){
Entity *new = malloc(sizeof(Entity));
@ -21,6 +22,14 @@ Entity * EntityInit(Sprite *sprite, int profession, TextureAtlas *atlas){
new->task = TaskInit(profession);
new->profession = profession;
switch(profession){
case PR_BUILDER:
new->act = BuilderAct;
break;
default:
printf("WARNING: ENTITYINIT MIT FALSCHER ID AUFGERUFEN!\n");
}
Animation ***animations = 0;
if(profession == PR_BUILDER){
@ -42,6 +51,67 @@ EntityList * EntityListInit(){
return new;
}
void EntityMoveToDestination(Entity *entity){
float movementSpeed = 150.0f * GetFrameTime();
if(entity->hasDestination == 1){
Vector2 movement = {
entity->destX - entity->sprite->x,
entity->destY - entity->sprite->y
};
if(Vector2Length(movement) < movementSpeed){
entity->hasDestination = 0;
entity->sprite->x = entity->destX;
entity->sprite->y = entity->destY;
}
else{
movement = Vector2Normalize(movement);
movement = Vector2Scale(movement, movementSpeed);
entity->sprite->x += movement.x;
entity->sprite->y += movement.y;
// Change sprite according to direction
Vector2 nullvektor = {0,0};
float angle = Vector2Angle(movement, nullvektor);
angle = angle * RAD2DEG;
angle -= 35.26;
if(angle <= 22.5 && angle >= -22.5){
// E
AnimationChangeDirection(entity->animationHandler, E);
}
else if(angle > 0 && angle <= 67.5){
// NE
AnimationChangeDirection(entity->animationHandler, NE);
}
else if(angle > 0 && angle <= 112.5){
// N
AnimationChangeDirection(entity->animationHandler, N);
}
else if(angle > 0 && angle <= 157.5){
// NW
AnimationChangeDirection(entity->animationHandler, NW);
}
else if(angle < 0 && angle >= -67.5){
// SE
AnimationChangeDirection(entity->animationHandler, SE);
}
else if(angle < 0 && angle >= -112.5){
// S
AnimationChangeDirection(entity->animationHandler, S);
}
else if(angle < 0 && angle >= -157.5){
// SW
AnimationChangeDirection(entity->animationHandler, SW);
}
else{
// W
AnimationChangeDirection(entity->animationHandler, W);
}
}
}
}
void EntityListPrintForward(EntityList *entities){
}
@ -83,112 +153,10 @@ void EntityListRemove(EntityList *entities, Entity *remove){
}
void EntityListActAllEntities(Game *game){
EntityList *entities = game->entities;
//SpriteListPrintForward(game->sprites);
// Sprites move towards their destination
float movementSpeed = 150.0f * GetFrameTime();
Entity *current = entities->head;
Entity *current = game->entities->head;
int counter = 0;
while (current != 0){
counter ++;
if(current->hasDestination == 1){
Vector2 movement = {
current->destX - current->sprite->x,
current->destY - current->sprite->y
};
if(Vector2Length(movement) < movementSpeed){
current->hasDestination = 0;
current->sprite->x = current->destX;
current->sprite->y = current->destY;
}
else{
movement = Vector2Normalize(movement);
movement = Vector2Scale(movement, movementSpeed);
current->sprite->x += movement.x;
current->sprite->y += movement.y;
// Change sprite according to direction
Vector2 nullvektor = {0,0};
float angle = Vector2Angle(movement, nullvektor);
angle = angle * RAD2DEG;
angle -= 35.26;
if(angle <= 22.5 && angle >= -22.5){
// E
AnimationChangeDirection(current->animationHandler, E);
}
else if(angle > 0 && angle <= 67.5){
// NE
AnimationChangeDirection(current->animationHandler, NE);
}
else if(angle > 0 && angle <= 112.5){
// N
AnimationChangeDirection(current->animationHandler, N);
}
else if(angle > 0 && angle <= 157.5){
// NW
AnimationChangeDirection(current->animationHandler, NW);
}
else if(angle < 0 && angle >= -67.5){
// SE
AnimationChangeDirection(current->animationHandler, SE);
}
else if(angle < 0 && angle >= -112.5){
// S
AnimationChangeDirection(current->animationHandler, S);
}
else if(angle < 0 && angle >= -157.5){
// SW
AnimationChangeDirection(current->animationHandler, SW);
}
else{
// W
AnimationChangeDirection(current->animationHandler, W);
}
}
}
else{
if(current->profession == PR_BUILDER){
if(current->task->target == 0){
// Prüft, ob eine Baustelle existiert
Building *currentBU = game->buildings->head;
while(currentBU != 0){
if(currentBU->isBaustelle){
current->hasDestination = 1;
current->destX = currentBU->sprite->x;
current->destY = currentBU->sprite->y;
current->task->target = currentBU;
current->task->progress = 0;
break;
}
currentBU = currentBU->next;
}
}
else{
// Is beim target angekommen
if(current->task->progress == 0){
// Angekommen, noch nicht mit arbeiten begonnen
AnimationChangeType(current->animationHandler, AN_ENTITY_ARBEITEN);
current->task->progress += 0.01;
}
else if(current->task->progress >= 1.0){
// Fertig mit arbeiten, Animation zu Idle zurück
AnimationChangeType(current->animationHandler, AN_ENTITY_IDLE);
BuildingFinishConstruction(game, (Building *) current->task->target);
current->task->target = 0;
}
else{
current->task->progress += 0.2 * GetFrameTime();
printf("%f\n", current->task->progress);
}
}
}
}
current->act(game, current);
AnimationUpdate(current->animationHandler);

@ -10,14 +10,17 @@ typedef struct Entity Entity;
typedef struct Entity{
Sprite *sprite;
AnimationHandler *animationHandler;
float angle;
float destX;
float destY;
int hasDestination;
int selected;
Task *task;
int profession;
Task *task;
void (*act)(Game *, Entity *);
Entity *next;
Entity *prev;
} Entity;
@ -30,6 +33,8 @@ typedef struct EntityList{
Entity * EntityInit(Sprite *sprite, int profession, TextureAtlas *atlas);
EntityList * EntityListInit();
void EntityMoveToDestination(Entity *entity);
void EntityListPrintForward(EntityList *entities);
void EntityListInsert(EntityList *entities, Entity *data);
void EntityListRemove(EntityList *entities, Entity *remove);

@ -0,0 +1,51 @@
#include "entityacts.h"
#include "../Textures/animationHandler.h"
#include "../MapObject/building.h"
void BuilderAct(Game *game, Entity *entity){
Building *target = (Building *) entity->task->target;
// Hat noch keine Baustelle oder die Baustelle wurde fertiggestellt
if(entity->task->target == 0 || !target->isBaustelle){
AnimationChangeType(entity->animationHandler, AN_ENTITY_IDLE);
if(entity->hasDestination == 1){
entity->hasDestination = 0;
}
// Prüft, ob eine Baustelle existiert
Building *current = game->buildings->head;
while(current != 0){
if(current->isBaustelle){
entity->hasDestination = 1;
entity->destX = current->sprite->x;
entity->destY = current->sprite->y;
entity->task->target = current;
entity->task->progress = 0;
break;
}
current = current->next;
}
}
else if(entity->hasDestination == 1){
EntityMoveToDestination(entity);
}
else{
// Is beim target angekommen
if(entity->task->progress == 0){
// Angekommen, noch nicht mit arbeiten begonnen
AnimationChangeType(entity->animationHandler, AN_ENTITY_ARBEITEN);
target->progress += 0.01;
}
else if(target->progress >= 1.0){
// Fertig mit arbeiten, Animation zu Idle zurück
AnimationChangeType(entity->animationHandler, AN_ENTITY_IDLE);
BuildingFinishConstruction(game, (Building *) entity->task->target);
entity->task->target = 0;
}
else{
target->progress += 0.2 * GetFrameTime();
}
}
}

@ -0,0 +1,8 @@
#ifndef ENTITYACTS_H_
#define ENTITYACTS_H_
#include "entity.h"
#include "../game.h"
void BuilderAct(Game *game, Entity *entity);
#endif

@ -1,6 +1,6 @@
CC = gcc
FLAGS = -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
OBJS = main.o sprite.o inputHandler.o isometricMap.o game.o textureatlas.o animation.o animationHandler.o button.o uiContainer.o debug.o building.o entity.o selectable.o task.o
OBJS = main.o sprite.o inputHandler.o isometricMap.o game.o textureatlas.o animation.o animationHandler.o button.o uiContainer.o debug.o building.o entity.o selectable.o task.o entityacts.o
spiel: $(OBJS)
$(CC) -o spiel $(OBJS) $(FLAGS)
@ -50,5 +50,8 @@ selectable.o: Ui/selectable.c
task.o: Entity/task.c
$(CC) -c Entity/task.c $(FLAGS)
entityacts.o: Entity/entityacts.c
$(CC) -c Entity/entityacts.c $(FLAGS)
clean:
rm *.o spiel

@ -11,6 +11,7 @@ Building * BuildingInit(Game *game, int id, int x, int y){
new->sprite = newSprite;
new->id = id;
new->isBaustelle = 1;
new->progress = 0;
new->next = 0;
new->prev = 0;

@ -7,6 +7,7 @@ typedef struct Building{
Sprite *sprite;
int id;
int isBaustelle;
float progress;
struct Building *next;
struct Building *prev;

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